The Fantasy Role-Playing Game of Medieval Germany . MPS Labs USA MicroProse S o f t w a r e 180 Lakefront D r i v e Hunt Valley, MD 21030 (410) 771-1151 All rights reserved Copyright (c) 1992 by MicroProse Software, Inc. This book may not be reproduced in whole or in part, by mimeograph or xerox or any other means withinout permission, with the exception of quoting brief passages for the purposes of reviews. Printing: 9 8 7 6 5 4 3 2 1 Darklands is a trademark of MicroProse Software, Inc.
&&+&TABLEOFCONTENTS . e Introduction Quickstart Tutorial Playing Darklands Initial Options Creating Characters Universal Controls and Menu Bar Party Information Character Information Travel and Interaction Battle About Alchemy About R e l i g i o n Goals and Rewards Gothic Germany Introduction Life in the Holy Roman Empire Germanic Encounters Medieval Battle Medieval Alchemy The Universal Church Miscellany. Abbreviations Lexicon Designer's Notes Bibliography Credits Index Warranty 11 11 13 .
Welcome to Darklands, a fantastic land where knights in plate armor rule from soaring, turreted castles; where an ordinary journey becomes a dangerous adventure; and where clerics can command miraculous powers while wizardly alchemists concoct awesome potions. This realm is chaotic and violent. The roads and rivers are unsafe. Justice is uncertain. Bribery and corruption are commonplace.
This is a fast, casual overview of Darklands. It is designed to get you playing quickly. For specific questions, details and special options, or step-by-step instructions, refer to the appropriate section in “Playing Darklands.” On the back cover of this booklet is a quick summary of all keyboard commands. You may find it handy, especially if you lack a mouse. W~Keyboard and Mouse~w M OUSE: Darklands can be operated with mouse and/or keyboard.
character box (along the left side of she screen) or tap F1 through F5. Incidentally, these character boxes have bar graphs showing the character's current endurance, strength and DF (divine favor), with the numeric value beneath. In Darklands these three values fluctuate the most, hence their constant visibility. This screen presents full information about a character, You can left-click on a board (or move the highlight box and tap Return) for more information.
potions of that type. All this is just planning - the actual work only occurs after you return to the original staying here options and select “Spend a day...” TRAVEL : To leave the city, go from the inn to the main street, and from there go to a main gate and just walk out. You now see yourself on the travel map. To travel, either use cursor keys or left-click on a destination. mBattlecw Just to learn more, let’s provoke a tight.
appropriate left-click does the job. One of the actions Well, now that you’ve thoroughly infuriated the govemment across the top changes which at this city by trying to turn guardmen into dogmeat, it migh it migh character’s items are shown be wise to travel elsewhere, or at least stick to the side streets alongside the available loot. Darklands gives you all of Greater Germany to explore, with Another moves items be- a wide variety of potential tasks, encounters and rewards tween the scrolls.
Use the mouse or tap the appropriate letter key to select one MZJ Create a New World (“c” key) CH of the four options described below. This also begins Darklands, but there is no default party of characters. Instead, you can create your own, new characters GG Quickstart (“q” key) w to form the party of your choice.
, CREATE A CHARACTER: Here you can create a new character, regardless of which characters (if any) are currently in your party. See “Creating Characters" for more about this. E XAMINE A CHARACTER: Here you can see informationaboutthe highlighted character. See “Character Information," pp22, for details. ADD T O THE P A R T Y: This adds the highlighted character to the party, and marks the name on the list. Note that your party can have one to four characters, no more.
Darklands allows you t o create your o w n characters. You can raise each character from infancy. You can “live” 20 to 65 years of “normal” life for that character, acquiring various . attributes and skills. At any time duringthis period you can end character creation and make the character an adventurer, ready to join your party. Character creation has many sophisticated options.
Note: after a certain level, attribute increases cost m o r e than one EP per point Also note that there a r e absolute limits to human attributes. The normal range for human attributes. is 10 to 40, with 25 the average. . . D O N E CHANGINGATTR: When you are finished with all attribute increases, left-click on the "Done" option or tap “d” on the keyboard. This ends childhood arid begins life as an adult. Unlike the modern world, in the Middle Ages most people began adult pursuits in their middle teens.
O c c u p a t i o n .GCI Experience (EPs) & Occupations and Experience Points For every five years spent i n an occupation, a character improves in certain skills. In addition, the character’s experience points (EPs) can be used for a variety of additional skill improvements. IMPROVING SKILLS: To improve a skill by one point, either left-click on t h e name of that skill, or use the cursor keys to move the highlight to the skill and then tap the " + " key.
characrer after creation. Money is included only when the initial members of a party pool their funds at the start of the game. Characters who join the party later do not bring any additional money with them. 1-s3 Saving Your Characters .
-Mice in Darklands 0~ Darklands is designed for use with a mouse. It has keyboard equivalents for all operations, for those who lack a mouse or prefer using keys. When using a mouse with two or more buttons, the standard button is the left button for clicking and dragging. If your mouse also has a right button, hold down that button to show the menu bar; keep it down to select options from the menus. When you release the right button, the selection occurs and the menu bar disappears.
next character down, etc. F5 Selects the character at t h e the desired game and either bottom. To leave character information and return to the left-click or press Return. game, tap the same function key again. DIFFICULTY: There are three levels of difficulty, -The-Universal Menu Bar,which control many aspects Once y o u begin Darklands, a hidden "Universal Menu Bar" of the game, including the is always available across the top of the screen. To see this amount of help available.
c-oThe “Party” Pull-down Menu cw the entire party. Tap any key or left-click the mouse to leave. See “Party Information," pp20, for additional details. SET AMBUSH (F7): This option sets or removes an ambush. When an ambush is set, your party will wait in ambush for an enemy. See “Travel and Interaction," pp27, for details. CAMP (F8): This option is available only when traveling through the countryside. It allows your party to make a semipermanent camp. See "Travel and Interaction,” pp27, for details.
Party information is available on the “Party” menu of t h e . LOCATION: This indicates the nearest major city to you menu bar (hold down the right mouse button), or by tapping party, and is a general aid for finding your location on the map the F6 key. It displays general information about your party. Local REPUTATION: This indicates your reputation in Party information is not available during battle.. the neatest city.
HOW TO CHANGE LEADERS: To change party leadership quickly, simply hold down the Control (ctrl) key and either left-click on the appropriate character box or tap the appropriate function key (ctrl F1 for the first or top-left character box, ctrl F2 for the second, etc.; to ctrl F5 for the bottom character box and character). You cannot transfer leadership to a non-existent character.
You can view information on any of your characters at any time in the game. The game is automatically paused while you view the information To do this, left-click on the appropriate character box on the left. side of the screen, or tap F 1 through F5 (for the appropriate character). Once you are viewing character information, you can jump, from one, character t o another with appropriate left-clicks or function keys.
“None” normally means nothing However, a character without weapons is assumed to have a small knife. EQUIPMENT , FORMULAE AND SAINTS SCROLLS: Selecting these boards opens a scroll that lists the equipment . currently carried. Left-clicking on the top or bottom of the scroll moves the highlight up and down to scroll the list. Similarly, the updown cursor keys move the highlight up or down. Left-clicking on the board closes the list.
ing to convince them of something, Therefore charisma i s very useful for a party leader. DIVINE FAVOR (DF): This represents the amount of “credit” the character has when praying for saintly-miracles. It is lost in such prayers., but can be regained. See “About Religion, Divine Favor,” pp46, for more information. FLAIL WEAPONS (wF11): This represents a character’s ability to handle flailing weapons in hand-to-hand combat.
HEALING (Heal): This represents a character’s skill at replacing whatever is there. This is how you select (or treating and dressing wounds. This is everyday, practical “ready”) different arms and armor. To do this with a mouse, left-drag the item from the knowledge, not a “magical” healing power. The rate at which characters regain strength while resting depends on the scroll to the in-use board.
equipment list. If you check Formulas are used to create potions. The formul character information for that scription includes a summary of that potion’s effects; other character, you’ll see t h e Characters cannot actually create alchemical pot item at the bottom of his or this time. They must camp or take up residence some first, then spend one or more days mixing potion her equipment list. To transfer an item with “About Alchemy,” pp41, for more information. t h e keyboard.
Some options have sub-menus. When these appear, you Expert displays no hints. must move horizontally (straight across the screen) until the You make your own decimouse is within the area before you can select and left-click. sions, based purely on your Using the keyboard, the right/left cursor keys move the judgement of the situation. highlight into or out of the sub-menu. The up/down cursors Help messages are posimove the highlight within the sub-menu.
Next, move through the scrolling list to find the specific item to buy, sell, or move. Left-click at the top or bottom of the scroll to move the highlight, or use the up-down cursor keys. Finally, select one of the actions beginning with a crimson letter, either with a left-click, or by tapping that letter on the keyboard. PURCHASE AN ITEM / GET AN ITEM;.. : This is only available when the upper scroll is active (i.e., an item in that scroll is highlighted).
PRAY FOR DIVINE FAVOR is allowed to anyone who: DF (divine favor) is below maximum. Prayer helps resto divine favor. ALCHEMY WORK allows the character to mix new p tions. See “About Alchemy,” pp00, for details. EARN A LITTLE MONEY allows the character to find short-term job, to earn a little money. You will see the be job the character can find in the city, with the pay per da Jobs can be exhausting. Work may cost a character some endu ance daily.
in the “Orders” pullis, both sides move and fight gure on the battlefield. You can also select a character by pping the number key for that character of the. party (1 through 5). The character in the top left character box is number 1, the next down is number 2, etc. Use the number keys across the top of the keyboard, not those on the numeric keypad. BAITLEFIELD VIEW: Normally the battlefield view tries How the party leader. However, you can scroll the entire field view using the mouse or keyboard.
To return the view to potions, etc. If a target is required, the screen pointer changes “follow the leader.” vou must shape. When using a mouse. the, pointer doesn’t change select a party leader (by tap- shape until you hold down the left mouse button. If using the ping ctrl Fl, ctrl F2, etc., or keyboard, use the directional cursor keys (including the holding down the Control numeric keypad, with allows diagonal movement with 1,3,7 key and clicking in the ap- and 9) to position the pointer.
Red numbers indicate endurance loss to one of your oppopents in the battle. BAR GRAPHS: When one of your characters engages an enemy, either in hand-to-hand combat or with missile. tire, the bar graphs for endurance, strength and devine favor in the character boxes double. In each category the left bar shows the current level for your character while the right bar shows the current level for the enemy.
RESUME (Space bar): This ends the orders process and resumes real-time action. (NICKNAME] FINISHED (Return key): This ends the orders for the named character, but the battle remains paused. If the orders were incomplete, the character reverts to his or her previous orders. You should now give more orders or select “Resume” (above). ENEMY INFO (e key): This is a toggle. Selecting this once replaces the characterboxes with information about the enemies you face.
PICK LOCK (p key.): The selected character (if moving take prisoners, but wild aniindividually or the leader (if as a group) attempts to pick the mals may kill and/or eat one lock on the nearest chest or door. This option only appears or all of the party. a locked doo r or chest is, close to the character. LOOT BODIES (1 key): ockpick attempts depend upon the, character’s tools Whenever you defeat a group of enemies, y o u automatiartifice skill.
stairway, ladder or doorway for the rest of the party. When all surviving members of the party use that same doorway,, stairway, or ladder, the entire view changes to the new scene, at the other end of, the stairway or door. RECALL FROM A PORTAL: After a character “uses” a door or stairway, he or she can be recaIled. Tap the appropriate number key (1 through 5) to see the character, then tap the “u” key (or select “Use stairs” from the pull-down menu) to return.
As i n “ T r a v e l a s group,” if the party is too widely THROW POTION (t key): The selected character throws scattered, some or all may be unable to assemble. In that a potion at any allowed target. Characters cannot throw over case, give “Walk toward” orders to individua1s to move them friendly or enemy characters.. A less skillful thrower must closer together, then try again.
chance of hitting is unaffected, and the chance of defensive abilities are equi BERSERK (b key): This is a special tactic for hand-tohand combat. Orders are given exactly like the normal attack. “Berserk” orders tell a character to make an all-out attack on the enemy, as quickly as possible, without regard to his or her safety (like the Viking “Berserkers” of the Dark Ages). The character strikes more swiftly, with an increased chance of hitting, but is much more vulnerable to being hit.
Unperceptive characters are more likely to blunder i n t o them. If this happens, quickly-change your orders to prevent any more characters from blundering into the trap! wExploratioh, and Retil~tink-~ If none of your party is involved in hand-to-hand combat, you may take advantage of certain special controls while the attle is in, real-time. These controls are intended solely to make exploration easier in larger areas. They are not recommended whenever combat threatens.
field. The fate of any characters who collapsed on the battl field depends on the situation. They might crawl a w unobserved and rejoin you. Other times they are capture Sometimes they are put to death or eaten!, SURRENDER: This option also ends the battle. Agai results vary, depending o n t h e motivations of yo opponent(s). With luck, at least some may survive. D EFEAT : This option occurs when the entire par collapses and/or dies on the battlefield.
EXAMPLE : Galen’s Eyeburn a n d Nicolas Flammel’s Eyeburn both produce blinding effects, but the-ingredients are subtly different. Galen’s formula has a lower mystical number, but results in potions of lower quality. Ofcourse, both Eyeburn formulas have a far lower mystical number than any formula for Breath of Death, because those potions are far more powerful than any Eyeburn. Alchemical skill allows a character to create potions.
Creating ‘Potions level 20 or more is quite exceptional. S e e “Notes” on the Party Information Screen (tap F6) for the current quality of “stone” carried by your party. A higher quality “stone” increases the chance of success when making potions. An alchemist always uses a little “stone” in every process. However, because it is a catalyst, the “stone” is not consumed. Instead the alchemist recovers it for reuse. Therefore, the only issue that concerns you is the current quality of your "stone.
can select a different formula instead, or you can forget about formulas entirely and return to “Staying Here” to choose another option. Satisfied with this: Left-clicking here or tapping the "s" , key saves your alchemical plans for the day and returns you to "Staying Here.” where y o u can select options for “Staying Here,” your potion creation plans are summarized for the character. The potions are not actually made until you select “Spend a day, doing the above.
throw certain potions. See “Battle, ‘Fighting: the A I At lower difficulty levels, the sub-menu may in- tack Pull-down Menu,” pp37, for details. While in battle you can also go to character informatio clude faded potion names.’ These are potions that could and use a potion on the character or equipment from th b e used, if only y o u h a d view. While this has no effect on the enemy, it may ai them! At the lowest diffi- your character. See pp25 for details.
m ABOUT RELIGION +#f@-g Many miraculous aids are possible through religion, especially by praying for the intervention of a saint. Prayingto saints is possible at any rime in character information_(see pp26). However, additional benefits are possible if a character takes advantage of a prayer opportunity during interactions. Prayer reduces a character’s “divine favor” (DF). However, this is easily regained.
.~ tion, Saints," pp26), the view character appear in dark print, changes to an image of t h e w h i l e t h o s e currently unsaint, a brief description, and known appear in pale print. other i n f o r m a t i o n . If all applicable saints are unT h e “Success” v a l u e known, a simple list purely here represents the percent- in pale print appears. At higher levels of difticulty (i.e., age chance of success.
The speed at which, a character regains divine favor depends on his or her religious training. Characters with better training regain favor faster, those with less (or none) regain it more slowly. SAINT DAY: If a character asks for saintly aid on the day of that saint, the DF cost is much less. There are dozens of different religious relics. Many of these are useful items in their own right, such as St. Adrian’s Sword, St. Bathildis’ Staff, etc. In addition, relics may provide certain miraculous benefits.
w GOALS AND REWARDS +#@-v wFanie cd The ultimate goal in Darklands is fame. Events, adventures and quests come and go: Someday everyone must die, even your adventurers. What matters is how they are remembered by future generations. Will your party be known as immortal heroes, like Roland, Beowulf, or Siegfried, or will they be forgotten? In Darklands f a m e is awarded numerically. The higher this number, the greater your fame.
+#t+o -Medieval Ages (circa 500-1000) various kingdoms rose and fell, including Charlemagne’s Empire (800-814). Around 1000 AD Europe stabilized into a recognizable form. Most historians find this a convenient dividing line between the "Dark Ages" and the “Middle Ages.” Medieval Europe was an era where religion and culture changed very slowly. So slowly, in fact, that most people expected no change at all. The Church was universal, society was feudal, and a man’s place in the world was ordained by birth.
w LIFE IN THE HOLY ROMAN EMPIRE ++@-g -Imperial P o l i t i c s cd The extraordinary chaos and violence of 15th Century Germany was rooted in its peculiar political structure.
quite happy with this arrangement. Episcopal offices could not be. inherited, and were therefore available for resale whenever the current occupant died. Noble families, acquired land by intermarriage, gifts (including those from would-be Emperors), and conquest. They lost lands because fathers persisted in giving each of their sons a certain part of the family lands. This frequently caused bloody feuds between the sons. Family branches at war were especially frequent in this century.
Scandinavians and Dutch. Their monopolies were crumbling, making the League a power more in name than in fact. Many of the larger cities in Germany were “Imperial Free Cities” (see “The Cities of the Empire") below for details). Such places were effectively independent of all outsiders. The city citizens, embodied by the current city council (the "Rat of the Reichstadte”), ran their own affairs as they pleased, establishing all laws and rules.
R E L I G I O N A N D AD VENTURING: For an adventurer, the miraculous aspects of the 15th Century church are very useful. This includes both prayers for, Saintly miracles, and the power of various relics. Cathedrals, churches, and sometimes monasteries are useful places to add virtue or regain divine favor (DF), so that characters depleted by‘asking for saintly aid can "recharge" and try again. Others prefer simply staying at an inn or in camp and praying to regain DF.
The actual value of coins depended on the mint and the date minted. Various principalities issued various types of coins, including half-groschen, schillings, wittens, etc. Germany had some of the richest silver mines in Europe, and new mining techniques available in the 1400s allowed the reopening of many old, abandoned works. On the other hand, princes with minting rights frequently debased their coinage by making coins with a lower percentage of precious metal, to “stretch” their money further.
was a warrior as well as an administrator.. His skill and leadership helped assure survival against bandits and wild animals. Only rarely could a schulz rely on his titular noble overlord for aid,. All too often the overlord was just a distant source of taxation arid trouble. Travelling merchants hired guards their goods and lives. Even friars and pilgrims frequently travelled with weapons to defend themselves.
“bought” this status by giving both the former noble and the emperor large sums of money. Often the rich citizens of a city saved and waited for the right moment, when the noble or the Emperor desparately needed funds for some war or ceremony,. Once free, a city formed its own council (or “Rat”) which selected a few men to run the city’s day-to-day affairs. Important laws, decisions about foreign policy, etc., were made by the Rat as a whole.
pawnshop). Marketplaces include a frequently pharmacist, who might have various alchemical materials. Every city has its parish church, representative of the many in the city. Cathedrals are frequent, although most are still unfinished. Cathedrals frequently have patron saints and/or relics. Virtually every city has a monastery of some sort. Praemonstrater monasteries are especially common in the west and Friesland (the North Sea coast).
included in Darklands but feel free to use a “male” appearance for female characters who are cross-dressing. The only exception to this equality is in religion. Certain clerical occupations are only available to males. However, this is balanced by various saints who provide greater benefits to women. M ILITARY OCCUPATIONS: Most soldiers bkgin as a RECRUIT in a mercenary company or nobleman’s army..
the guilds, these traders pften undercut the guild system by engaging peasant wives and other rural labor to make cheap copies of guild products, especially clothing. These “cottage industries" helped fuel northern Europe's economic development in the TRAVELLING MERare the national and international traders who link European cities together into a larger economic network, and who reach out to the rest of the world. Marco Polo was one such merchant.
these miserable, creatures. Sometimes their struggles and privations provide an inner strength (not to mention pragmatic experience) that helps in later life. . THE LIFE OF A DVENTURE: In all cases, it is presumed that some “sea change” in life &used the person t o start adventuring.
cr53A Land of Myth and Legend we for farming. Typically, the lowlands and flatlands were cleared Germany is a land rich in folk stories and fairy tales. Some can first, while the hills and mountains remained tree-covered, a be traced to the pre-Christian age where barbarian Franks darkly ominous presence that overlooks fertile valleys. In Germany skies are overcast more than clear, with worshipped northern gods like Odin and Loki. The Dark frequent storms from the North Sea.
The Rhine River origi- have slavic roots; many speak Czech. To Germans, Bohemia nates in Switzerland, in the is a slightly strange, uncertain place where one must expect southwest corner of Greater the unexpected. Germany. As-it flows north- . w Ordinary Humanity c+ ward to the sea, most of its length passes through heavily FELLOW TRAVELLERS: When travelling the roads and forested mountains and countryside of Germany, there are many common sights. ridges.
at extorting river tolls. He preferred to toss his victims from his clifftop overlooking the river, enjoying the screams as they plunged to the rocks below. In fact, in 15th Century Germany river tolls were so common and so costly that most merchants preferred overland travel, despite its slower speed and greater difficulty. THUGS AND THIEVES: Within cities life is more peaceful.
WOLF: Packs of wild wolves are among the most common dangers to travellers in Germany. In fact, i n times of famine, wolves were known to invade towns and villages, pulling down their victims in the middle of a street! T h e likelihood and determination of a wolf attack depends on their hunger. Since wolves attack for food, they only bring, down what they need - frequently one person, rather than the entire party. BOAR: Boars are common in medieval forests. If threatened, they.
driven by unnatural lechery and lust for females, from small girls to attractive women. He would chase down a victim as a wolf, transform to a man and ravish her, then transform back to a wolf and kill her. He disliked most men, and killed his own son. SCHRAT: This large, hairy, hulking creature of the woods is also known as the “wodewose.” Roughly human-shaped, schrats are simple-minded, unable to speak, and Frequently either angry or lustful (so much so that another nickname is “wild man”).
Few humans have ever seen a vulcan, fewer still have survived the encounter. Nobody has any real understanding of them. The only consistent information is that they are very active in some mountains, sometimes leaping from mountaintops or migrating down a mountainside. Fortunately, these events are brief, after which the vulcans Once again disappear underground. DRAGON: The dragon is not a natural or living creature.
upon the earth. In their natural form, all are grotesque, with beaks. flippers, fish-eves. rat-tails. and worse. Some are great wizards and magicians, while others are no better than stupid thugs, armed with clubs. A few might be strong warriors but Satan-worshipping humans usually serve this role better. Demons can be killed on earth, although many die quite slowly. However, an earthly death simply sends their spirit back to hell, where their existence continues.
Another splinter group, now active in Bohemia; are the Hussites. Ian Huss originally sought Church reform, and debated theological issues within Church guidelines. When, guaranteed safety, he presented his views at the great Council of Constance in 1415. There he was betrayed, condemned as a heretic, and killed. This inspired a great rebellion in Bohemia, rallying around a new Hussite religion, and led by the military genius Jan Ziska.
Combat in the late Middle Ages was far more than a battering match between plate-armored lackwits that ended in mutual exhaustion. In this era personal armor reached its zenith, including not only plate armor, but also hand-to-hand weapons, as well as entirely new inventions such as the handgun. The 15th Century was the heyday of “gothic” plate armor, suits of which still grace various armories and castles ‘throughout Europe. The technology and craftsmanship demanded by true plate armor is quite astounding.
mercenary captains. Their “free companies” (because they skill is lessened if he simultaneously faces other opponents. operated free-lance), large and small, were an important part Bad visibility &id/or impaired eyesight further reduces the chance of hitting. of many European armies. When firing missiles, the skill of the firer is compared to Despite these changes, one thing remained the same. the target’s agility.
as its raw damage power. A BERSERK: A ‘“berserk” fighter concentrates on making very destructive weapon, many powerful blows against t h e enemy and pays little, such as a sword, m i g h t d o a t t e n t i o n t o defending himself. The figher's c h a n c e o f relatively trivial damage if it bitting in hand-to-hand combat increase as does the soeed just, bounced off the armor. df. his strikes. However, his vulnerability also increases, .
to position yourself with lots of open ground between the: are so close. With a. “Flee” firer and the target. Best of all, slow the enemy’s approach move, a character can, “edge past" an e n e m y far better. with terrain and/or stone-tar potions. Group Movement: Crossbows, arbalests and handguns all have long reloading times. Unless the enemy also prefers a long-range missile This is convenient when exduel, you'll probably have time for just one shot before hand- ploring large areas, but useless in battle.
Finally, all weapons are rated for speed. The faster the weapon, the more blows a fighter can deliver, and therefore hits are more frequent. Weapons& damage, but has poor penetration (it matches scale). It requires less skill and strength to wield than the two-handed sword, and usually is cheaper. . HAND AXE: This one-handed weapon is similar in capability to the falchion. However, it is easier t o handle,‘, slightly cheaper, and slightly less destructive.
charges. However, to be effective it must be used in. “blocks” 15+), it is the favorite sidearm of many knights. Its main 8 to 16 ranks deep. I t s penetration matches chain or drawback is a, poor damage potential. is a great attraction to nobles M ACE: This one-handed sidearm was extremely popu- brigandine. Its cheapness lar, but is now outmoded by plate armor, which it cannot formingarmies, despite the need for considerable skill (21+). LONG SPEAR: This one-handed weapon can match scale penetrate.
equivalent to a sword if it connects. Moderate skill (19+) is skill (20+) and modest strength (16+). Although unable to needed, and thrown penetration only matches cuirbouilli or penetrate plate armor, it is fairly effective against anything else. Damage potential is the same as the other bows, but its studded leather. JAVELIN: This light spear, about 3’ long, is easy to cost and weight are less. . handle (skill 10+), but rather bulky.
In the Iate Middle Ages, two major types of armor existed; tournament and battle armor. Many museums and simple books about armor fail to distinguish between these types. This leads simplistic writers to peculiar conclusions. For example; many people think tournament armor was used in battle, and. therefore can't imagine how medieval knights, managed to move, much less fight. Tournament (or jousting) armor was designed purely for this sport.
ded into curved sections, then repeatedly dipped in boiling wax. The result is so hard and stiff that it is worn in plates, buckled on like metal., However, cuirbouilli provides less protection than any metal armor. Of course, ii also weighs much less: a complete suit of metal armor might be 45 to 60 pounds, while complete cuirbouilli coverage is only onethird to one-quarter of that. The cost is also much less than metal armor.
Alchemy was founded as a “science” by the Greeks in that appropriate materials and catalysts could be found to Alexandria during the Second Century AD. Its body o f create a n elixir of eternal life, or at least a powerful knowledge was acquired and expanded upon by the Moslem healing potion. Arabs after they swept over the Middle East in the 700s. The Many medieval alchemists were showmen (or women).
Alchemical Materials Darklands alchemy uses nineteen special substances, plus four general "bases" of common materials. These are listed, below i n order of rarity (from the most r a r e to the most common). Astute adventures will notice that these raw ma-, terials are extremely easy to carry, even in large quantities. M ARSH VAPOR : A natural gas, whose medieval admix; ture produced a sharp smell. Acquiring and containing this vapor was extremely difficult because it is virtually colorless.
GUM : A sticky, resilient and strong material, it often CHOLERIC BASE: A variety of acids and other liquids , considered useful, including aqua fortis, vitriol and Roman includes pitch or resin. The purer forms generally were imported from the Middle East. vitriol, alcohol, distilled water, etc. MONDRAGORA: A natural substance, reputedly from a PHLEGMATIC BASE:, A variety of common minerals, plant, with many mystical properties.
. self-defense. Friends are not blinded because the user warns armor is destroyed, any remaining power inflicts damage on theminadvance. Durarion varies with quality, and lasts about 12 the person. The amount of armor quality destroyed varies to 25 seconds. with potion quality and luck, from 3 to 15. BLACK CLOUD: (BlkCld) Formulas from the, Orient, ARABIAN FIRE: (AFire) Formulas from Geber, Zadith, Rufinus of Genoa, and Michael Scot. This potion slowly and Hugh.
HARDARMOR: (HrdArm) Formulas from ibn Yazid, restored varies with the poBrother Elias, and Leonard of Maurperg. This potion im- tion strength. The restoration is permanent (i.e., the proves the quality and thickness of one person's armor (both vitals and limbs). Thickness increases one or two levels, potion acts as a “cure”). FIREWALL: while quality improves 20 to 30 points. Duration is one day.
The Universal (Catholic) Church in Darklands is based on had mistresses. Excommunications were invoked and rethe historical Church as it existed in the 15th Century. The voked lo suit immediate political ends. “Indulgences” c o u l d beliefs portrayed are appropriate to the people of this era. Of be purchased that virtually Pardoned any sin - for a price.
with vast lands, competing with guilds and merchants. Oth- saints as little more than demi-gods--- someone to whom you ers were great political states, such as the Abbey of Fulda, prayed for a specific goal. Of course, some churches, cathedrals, and monasteries encouraged a larger conception of itself a minor principality. saints, especially their own patron saint(s).
The desirabilitydf high virtue, and the requirement that a person know a saint before praying to him or her, might suggest that a party have just one "religious specialist." However, the divine favor (DF) cost for each prayer can be very high. Frequently a character will exhaust all his or her DF in one to three calls. Therefore, spreading saintly knowledge among the party can be useful, so all party members can pray to saints at various times, not just one or two.
COLUMBA (Virt 36) Jun 9; Str, End, Chr, wEdg, wImp, wFlI, wPol; temporarily lose some Per. COSMAS (Virt 15) Sep 26; Str, End, Per, Heal; learn of St. Damian. CRISPIN (Virt 28) Oct 25; improves non-metal armor quality, reduces enemy non-metal armor quality. CYPRIAN (Virt 54) Sep 26; Int, Alch; m a y stop some satanic magic. DAMIAN (Virt 30) Sep 26; Str, End, learn of St. Cosmas. DAVID (Virt 30) May 24; Chr, Int, Per, Weapons, Ride.
GOTTSCHALK (Virt 44) Jun 7; Weaponry; improves Local KESSOG (Virt 31) Mar 10; Str, End, Chr, SpkC, Heal, Ride. Rep in Wendish (NW) Germany. LASDISLAUS (Virt 51) Jun 27; Str, Agl, Weaponry, SpkC, Ride. LAWRENCE (Virt 20) Aug 10; End, Chr, SpkC, StrW; helps to GREGORY THAUMATURGUS (Virt 74) Nov 17; Chr, Alch, escape or withstand torture. Artf, SpkC: may briefly improve all Attributes and Skills; LAZARUS (Virt 80) Dec 17; Str, End; may reduce the possiuseful in some desperate situations. bility of death.
NICHOLAS (Virt 49) Dec 6; Agl, Chr, Ride; improves Local Rep in Lorraine, distant lands; may save ships in storms. NICOLAS OF TOLENTINO (Virt 31) Sept 1; Restores all Str, some End, improves Relg and Heal. ODILIA (Virt 25) Dec 13; Per; improves local Rep in Alsace. ODO (Virt 47) Jul 4; Per, Chr, Weaponry, SpkC. OLAF (Virt 18) Jul 29; End, Weaponry. PANTALEON (Virt 56) Jul 27; Str, End, Alch, Heal; may discourage animal attacks; improve someone's armor against flame; allows passage over water.
There are many holy, relics in Darklands. The powers or abilities of relics are both uncertain and miraculous. Generally, relics only aid the bearer, not the entire party. Some relics are weapons of miraculously high quality; which means that any hits the bearer scores will do exceptionally large amounts of damage. Some relics may aid a character in calling upon the related saint. Other relics may improve the effects of a saint once a successful-call is made.
n abbreviations to save space on various screens. For your convenience, they are listed here.
w LEXICON a+#+-~ Place Names Certain cities and riven have different spellings in German and English. In most cases names with an umlaut simply lose that symbol in English (i.e., Luneberg becomes Luneberg, etc.), or add an “e” after the vowel (i.e., “a” becomes “ae”). More significant changes are listed below. This includes prominent cities in modern Poland, Czechoslovakia, and Hungary that have reverted to their Slavic names. BRESLAU: Wroclaw BROMBERG: Bvdgoszcz BRAUNSCHWEIG: Brunswick BRUNN: Brno .
RAUBRITTER: “Robber knight," from “raub” (robber) and “ritter” ( k n i g h t ) REICHSSTADTE: Imperial Free City RICHTER: Professional judge RITTER: Armed rider, knight $CHLOSS: Castle SCHRAT: Wodewose or "wild man” of the woods SCHULTHEISS: Bailiff or judge, usually imperial SCHULZ: Headman or knight-mayor STADT: C i t y TURM: Fortified tower or keep UNIVERSITAT: University ’ VOGT: Steward, magistrate, governor VON: Sir, a knightly title (as in “Sir John”) WURM: worm, but frequently a lizard or scaled
eyg*$oo, DESIGNER'S NOTES a+#@-~ Darklands is an ambitious attempt to expand the “world” of computer fantasy role-playing game’s. At MicroProse, we have grown tired of “hack and slash” adventures, punctuated by silly puzzles blocking your acquisition of the magic gizmo that dispatches Foobash, the evil wizard.
improper, remember that in the medieval era the pragmatic study each new situation. Even an experienced player can be and the spiritual. were intermixed in ways alien to many surprised periodically with new situations or results. Best of modern philosophies. all, thi’s menu system allows the game size and scale to be Most fantasy games have a magic System. Instead, quite large. You don’t have to deal with endlessly boring Darklands has religious and alchemical systems.
point out that things like courbouilli a n d scale were a n t i - witch hunters. Some argue that the Inquisition, with its quated in 15th Century Germany. However, such armor was methods and beliefs, created the idea of witchcraft, which was then seized upon and believed by various desparate and still commonplace in Poland, Russia, and many other locales. Besides, who says that relatively poor adventurers cotild nec- or unbalanced people.
The artwork demanded by Darklands was a vast task. Art Director Michael Haire developed the initial concepts, including the "great illustrators" approach to background scenes that is new and extremely fitting for the subject. Implementing this fell; in an unseemly rush, onto Artino (who roughed out each scene in pen) and Chris Soares (who did much of the color rendering), assisted by Erroll Roberts and others.
;RAPHY -General H,istoryw ++@+.3 Fuhrmann and Arnold are mainly for those interestedin the early Middle Ages (1000-1250), included purely as a courtesy. Vaughan’s great four-volume work on the Burgundian princes (the last two are noted here) is also quite fascinating Germany in the Later Middle Ages, F.R.H. Du Boulay, Athlone Press, 19 83. Nuremberg in the Sixteenth Century, Gerald Strauss, Indiana Universit y Press, revised edition 1976.
Standards of Living in the Later Middle Ages 12001520, Christopher Dyer, Cambridge University Press, 1989. The Margins of Society in Late Medieval Paris, Bronislaw Geremek, J. Birrell trans., Cambridge University Press, 1971 (trans 1987). Medieval Prostitution, Jacques Rossiaud, L.G. Cochrane trans., Basil Blackwell, 1988. The Cambridge Economic History of Europe: II: Trade and Industry in the Middle Ages, Postan &Miller ed., Cambridge University Press, 1987.
The Times Atlas of the Worid, Seventh Edition, Times Books, 1988. Maps by John Bartholomew & Sons, Limited, Edinburgh. Northern Germany, Baedeker's, Charles Scribner, 1913. Southern Germany, Baedeker’s, Charles Scribner, 1914. Belgium and Holland, Baedeker’s, Charles Scribner, 1910. Austria, Baedeker’s, Prentice-Hall Inc. (for U.S. edition), third edition, c. 1980s. . Germany [West], Baedeker’s, Prentice-Hall Inc. (for the U.S. edition), c. 1980s. Switzerland, a Phaidon Cultural Guide, PrenticeHall Inc.
-Magic a n d Witchcraft p-~ wAft and Architecture CZJ Because of the “witch craze”, that peaked in Germany in the The images in Darklands came from many sources, the most late 16th and early 17th Century, historians are still arguing important being the imagitations and inner visions of the MicroProse art staff. Many of the following were used for what it involved, and what causes lay behind it.
Concept, Game System . c-;3 & Project Management CH Arnold Hendrick v Game Design css-’ Arnold Hendrick and Sandy Petersen, with Doug Kaufman, Jim Synoski and Doug Whatley WPr~ogramming w Jim Synoski and Doug Whatley, with Bryan Stout ,Lb Art a~ -EditingManaging editor, B.C. Milligan Manual editing by B.C. Milligan and Doug Kaufman Game text editing by Jonatha Caspian WMus.jc Composition cscr Dr.
Character Information Box, 17, 20 (Leadership indication), Abbreviarions, 93.
Maces, 25 ( u s i n g a n d un-arming), 7 6 (description of) Escape (from battle), 39 . Main Menu (initial options), 1 1 Exchange Rates (money), 2 1 _i,, Map, 20 27: / E & B a t t l e f i e l d . 35 ("orders" battle command) .
Prayer (general rules), 46 Prayer (to a saint), 26, 45-46 Prayer (to regain Divine Favor), 46 PStone - see Philosopher’s Stone Pull-down Menus, 18 (“Game”), 19 (“Party”), 33 (“Orders”), 37 (“Attacks”) Purchase, see Item Exchange Scrolls, 28 Quickstart (initial option), 11 Quickstart (tutorial), 7 Read and Write (R&W), 24 (skill description) Real-Time Action (battle), 32, 34, 39 Relics, 47 (general-rules), 9 2 (background) Religious Training (Relg), 24 (skill description), 47 (for regaining DF).
Darklands alt s alt l alt d alt c alt m alt f alt v alt p alt q shift ESC F6 F7 F8 Fl0 ctrl Fl ctrl F2 ctrl F3 ctrl F4 ctrl F5 LO Generic Keys Save game Load game Difficulty (three-way switch) Show saintly changes (on/off toggle) Music (on/off toggle) Sound Fx (effects) (on/off toggle) Visuals (three-way switch) Pause Quit game Displays help information (where available) Exit to previous activity or screen Party information Ambush (map travel only) Camp (map travel only) Menu Bar (toggle) First character
Darklands w KEYBOARD BATTLE COMMANDS wBattle Sequence of Activities: (I) Select Character (2) Select Orders ( 3 ) Select Target/Destination i$$@-c~ wBattle: Attack Menu t Throw Potion a v b P m Attack Vulnerable (spot) attack Berserk attack Parry Use Missile wBattle: Orders Menu cs-1 e w f h g q u o 5; s l x 83IRC 0592 Enemy Info Walk towards Flee towards Halt Travel as group (toggles group mode) Travel single file (toggles group mode) Use Door/Stairs Open Chest Pick Lock Disarm Trap or Dissolve Lo
Copyright 01992 MicroProse Software INSTALLATION AND INSTRUCTIONS
W CONTENTS & SYSTEM REQUIREMENTS N Contents Darklands includes a manual, this supplement, a keyboard controls summary, a map, and a set of either 5.25” or 3.5” high density disks. ~4~Computer Systems w Darklands requires the COMPUTER : Darklands following computer system: requires at least a 12 MHz 80286 (“AT”) IBM-compatible computer. An 80386 or better, running at 20 MHz or faster, is strongly recommended. OPERATING SYSTEM: Darklands is designed for Microsoft DOS 5.0 and compatible operating systems.
The Darklands install program gives you the following options, which we suggest you use in the order given. To run the installation program, put the first disk in the appropriate disk drive, type that drive letter, a colon, and tap the Return or Enter key. Then type INSTALL and tap Enter or Return. For example, if you insert the first disk in drive “A:“, then type A:INSTALL and tap Return (Enter). If you inserted the first disk in drive “B:“, type B:INSTALL and tap Return.
w GAMESTARTUPFAST L OADING: You can bypass the opening animation when loading Darklands by going to the correct subdirectory, typing DARKLAND /Q and tap Enter or Return. The game starts with the initial options. CHANGING CONFIGURATIONS: After Darklands is installed, you can re-run the install program to change the configuration (sound setup), view README.TXT, or create a boot disk. You do this from the DOS prompt by switching to the Darkland subdirectory (CD C:\MPS\DARKLAND), type INSTALL and tap Return.
Character Information: t-s3 About Equipment w w Battle o--, ENEMY INFORMATION: Due to space limitations, the information about enemies can beconfusing. For each enemy involved in the battle, enemy information shows a picture of rhe enemy and adescriptive title (such as “Sergeant,” “Guard,” or “Wolf”). Below that. the vitals (V:) and limbs (L:) armor is described. Below that, if a shield is carried, its size is listed.
E FROM BATTLE: SCAPE If the enemy is chasing you, you can escape by running out certain doors or moving to certain edges on a battlefield. When you get to such a door or battlefield edge, switch to orders pause and pull down the “Orders” menu. If “Exit Battlefield” is enabled as an option, you can escape. w Protecting Your Game cw w Religious Issues Q--J In case you missed the notices in the manual (see pages 87 and 98), Darklands is not intended as an attack on any religion.
they are not. To avoid this either include the virus checker on the boot disk (if memory permits) or adjust the virus checker to ignore file changes and additions in the Darklands subdirectory. In general, for safety we recommend that you try Darklands without a boot disk. Then, if you have insufficient memory, back up your hard disk and create a boot disk.
A DVANCED CONFIGURATIONS : Our experience during development has been that independent memory managers can be more effective than those included in DOS 5.0. Early 1992 versions of Qualitas’ 386MAX and Quarterdeck’s QEMM both worked well with Darklands. However, we experienced problems when QEMM loaded the MicrosoftSMARTDRV hard disk cache. We found that QEMM and either SMARTDRV.SYS /A or SMARTDRV.EXE /A frequently worked. Hard disk access speed has a significant effect on game speed.